Err, I was literally responding to people saying that the resource management minigame is "fundamental" to D&D.
It is.
Lets try this:
What do you believe that phrase
means?
To me, something being fundamental to a game means its an intrinsic part of the gameplay loop you engage in by playing the game.
As noted, 5e is fullly designed around resource management. The adventuring day is rooted in it, as is every single Class and every single Ability. All spells all items,
everything. Before it was scattered to the 9 winds, so was the procedure for actually exploring dungeons and towns and the wilderness.
As should be obvious, what I just listed is approximately 80-90% of whats actually in the books, and unless you've completely abandoned the rule books altogether, you will still be engaging much of this content, even if your specific group is loosey goosey with resources.
The only way to not be doing this is to either A) remove all limits period or B) not really be playing 5e at all beyond nabbing setting details.
As I said above, the game is (in my opinion) what happens at the table, not just what's written int he books.
The game is what the game was designed as, which can only be derived from the books and what we know from the developers. Your personal homebrew and calvinball don't count for that.
No one can deny that that is what
your table is like and how they like to play, but that does not mean
your table is synonymous with 5e. No one's is. 5e is what was designed and what is in the books.